Hi Jannik,
I had to change the code to always assign a VertexBufferObject as I
couldn't find a way of implementing VAO without forcing changes to
client code, in order to make sure the OSG works on GLcore profile
implementations that require VAO all arrays have to have a
VertexBufferObject.
The
On Nvidia, replaying the trace prints the following debug output for each
'glDrawElements' line:
Code:
usnknown (sic) severity API unknown issue 131185, Buffer detailed info: Buffer
object 1 (bound to GL_VERTEX_ARRAY_BUFFER_BINDING_ARB,
GL_TEXCOORD_ARRAY_BUFFER_BINDING_ARB (0), and
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